dolphin/Source/Core/VideoBackends/D3D12/ShaderCache.h

50 lines
1.7 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX12
{
class D3DBlob;
class ShaderCache final
{
public:
static void Init();
static void Clear();
static void Shutdown();
static void LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type);
template <class UidType, class ShaderCacheType>
static D3D12_SHADER_BYTECODE InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache,
ID3DBlob* bytecode_blob);
static D3D12_SHADER_BYTECODE GetActiveGeometryShaderBytecode();
static D3D12_SHADER_BYTECODE GetActivePixelShaderBytecode();
static D3D12_SHADER_BYTECODE GetActiveVertexShaderBytecode();
static const GeometryShaderUid* GetActiveGeometryShaderUid();
static const PixelShaderUid* GetActivePixelShaderUid();
static const VertexShaderUid* GetActiveVertexShaderUid();
static D3D12_SHADER_BYTECODE GetGeometryShaderFromUid(const GeometryShaderUid* uid);
static D3D12_SHADER_BYTECODE GetPixelShaderFromUid(const PixelShaderUid* uid);
static D3D12_SHADER_BYTECODE GetVertexShaderFromUid(const VertexShaderUid* uid);
static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetCurrentPrimitiveTopology();
private:
static void SetCurrentPrimitiveTopology(u32 gs_primitive_type);
static void HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type);
static void HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode);
static void HandleVSUIDChange(VertexShaderUid vs_uid);
};
}